// re-searched at full depth.
if ( depth >= 3
&& moveCount > 1 + 2 * rootNode + 2 * (PvNode && abs(bestValue) < 2)
- && (!rootNode || thisThread->best_move_count(move) == 0)
&& ( !captureOrPromotion
|| moveCountPruning
|| ss->staticEval + PieceValue[EG][pos.captured_piece()] <= alpha
{
bool updated = rootMoves[i].score != -VALUE_INFINITE;
- if (depth == 1 && !updated)
+ if (depth == 1 && !updated && i > 0)
continue;
- Depth d = updated ? depth : depth - 1;
+ Depth d = updated ? depth : std::max(1, depth - 1);
Value v = updated ? rootMoves[i].score : rootMoves[i].previousScore;
+ if (v == -VALUE_INFINITE)
+ v = VALUE_ZERO;
+
bool tb = TB::RootInTB && abs(v) < VALUE_MATE_IN_MAX_PLY;
v = tb ? rootMoves[i].tbScore : v;
if (RootInTB)
{
// Sort moves according to TB rank
- std::sort(rootMoves.begin(), rootMoves.end(),
+ std::stable_sort(rootMoves.begin(), rootMoves.end(),
[](const RootMove &a, const RootMove &b) { return a.tbRank > b.tbRank; } );
// Probe during search only if DTZ is not available and we are winning